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@@ -192,7 +192,7 @@ void AIGateway::gameOver(PlayerColor player, const EVictoryLossCheckResult & vic
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{
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LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf.toString());
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NET_EVENT_HANDLER;
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- logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.getStr(), player, player.getStr(), (victoryLossCheckResult.victory() ? "won" : "lost"));
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+ logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.toString(), player, player.toString(), (victoryLossCheckResult.victory() ? "won" : "lost"));
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// some whitespace to flush stream
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logAi->debug(std::string(200, ' '));
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@@ -201,12 +201,12 @@ void AIGateway::gameOver(PlayerColor player, const EVictoryLossCheckResult & vic
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{
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if(victoryLossCheckResult.victory())
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{
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- logAi->debug("AIGateway: Player %d (%s) won. I won! Incredible!", player, player.getStr());
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+ logAi->debug("AIGateway: Player %d (%s) won. I won! Incredible!", player, player.toString());
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logAi->debug("Turn nr %d", myCb->getDate());
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}
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else
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{
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- logAi->debug("AIGateway: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
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+ logAi->debug("AIGateway: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.toString());
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}
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// some whitespace to flush stream
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@@ -776,7 +776,7 @@ void AIGateway::makeTurn()
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MAKING_TURN;
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auto day = cb->getDate(Date::DAY);
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- logAi->info("Player %d (%s) starting turn, day %d", playerID, playerID.getStr(), day);
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+ logAi->info("Player %d (%s) starting turn, day %d", playerID, playerID.toString(), day);
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boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
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setThreadName("AIGateway::makeTurn");
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@@ -1096,7 +1096,7 @@ void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
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assert(status.getBattle() == ONGOING_BATTLE);
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status.setBattle(ENDING_BATTLE);
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bool won = br->winner == myCb->battleGetMySide();
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- logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
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+ logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.toString(), (won ? "won" : "lost"), battlename);
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battlename.clear();
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if (queryID != QueryID::NONE)
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@@ -1421,7 +1421,7 @@ void AIGateway::tryRealize(Goals::Trade & g) //trade
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void AIGateway::endTurn()
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{
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- logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());
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+ logAi->info("Player %d (%s) ends turn", playerID, playerID.toString());
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if(!status.haveTurn())
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{
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logAi->error("Not having turn at the end of turn???");
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@@ -1441,7 +1441,7 @@ void AIGateway::endTurn()
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}
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while(status.haveTurn()); //for some reasons, our request may fail -> stop requesting end of turn only after we've received a confirmation that it's over
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- logGlobal->info("Player %d (%s) ended turn", playerID, playerID.getStr());
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+ logGlobal->info("Player %d (%s) ended turn", playerID, playerID.toString());
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}
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void AIGateway::buildArmyIn(const CGTownInstance * t)
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